INWO FAQ
Frequently Asked Questions
Prepared by Steve Jackson and Maintained by John
Fiala
Updated on September 11, 1995 by Steve Jackson
And again on March 1, 1997 by John Karakash
And again on November 28, 1999 by John Fiala
and again on March 10, 2000 by Seth Cohen
and again on December 13, 2000 by Steve Brinich
(with help from Steve Jackson, Glen Barnett, & Seth Cohen)
This is a FAQ for general questions about the INWO game itself.
If you are looking for rules information, there are three other files to
check:
-
INWO Errata -- actual
changes or errors in the cards and rules. This includes a guide to the
changes between the Limited and Unlimited Editions.
-
Rules FAQ -- specific ''Frequently
Asked Questions'' about the rules.
-
Card FAQ -- specific ''Frequently
Asked Questions'' about the cards.
-
Very ''Frequently Asked Questions''
-- about the cards and rules.
General Information
-
What is INWO?
-
INWO is a ''trading card game'' version
of the original
Illuminati. Like
the original game, it's my design (with lots of suggestions from the net,
thankyouverymuch). It was released in December 1994 by SJ Games.
-
Many of the game mechanics are exactly the same. Some are changed.
-
What's ''the original Illuminati''?
-
Ahh. All right. Yes, I guess there are some people who never saw the original
game. So...
-
INWO is a trading card game in which
every weird thing in the tabloid papers is true, and there are secret conspiracies
everywhere. Each player represents a group of the Illuminati ... the ''secret
masters'' who were behind everything from the Kennedy assassination to
the cancellation of ''Max Headroom.''
-
Each player starts by building a deck of cards. You play Group cards to
build a ''power structure'' on the table; you can also take Groups away
from your rivals. There are also Plot cards (representing everything from
assassinations to World War III). The groups interact in wild and wonderful
ways. So, for instance, the Semiconscious Liberation Army can cooperate
with the FBI to destroy the Telephone Company. And then the UFOs can order
the Congressional Wives to use a Media Campaign to bring it back -- UNDER
THEIR CONTROL!
-
The object, of course, is to take over the world. Different players can
do this in a variety of ways; it all depends on which Illuminati you are
playing.
-
What's the purpose of the game?
-
To sell lots of copies, make huge disgusting clots of money, and update
Illuminati
with all the improvements (and new cards) that I've wanted to add for years
and years.
-
Oh. Well, that's MY purpose. And it's going very nicely; thank you for
asking. But when you play the game, YOUR purpose is to control the world
by taking over the various power groups that really run everything, and/or
destroying anything that gets in your way. In the process, you get to stab
your friends in the back. Repeatedly.
-
It's also possible to win in other ways, if you have a Plot card with the
right Goal. This makes it important to ''expose'' as many enemy Plots as
you can ... so a hidden Goal doesn't catch you by surprise.
-
And it IS possible to share a victory. Thus, betrayals become truly meaningful,
because there's always the chance that your rival really thought you were
going to keep your promises.
-
Will the original Illuminati game remain in print?
-
As of 1999, Deluxe Illuminati IS
back in print in a new format, with one supplement (Y2K)
out, and another one (Brainwash) coming. Follow the link and read all about
it!
-
By popular demand (and I use the word ''demand'' in the most literal sense),
we bring you the "One Big
Deck" variation that appeared in issue #11 of Pyramid
Magazine. The people who simply don't care for the collecting and deck-building
aspects of the game will still be able to play with the new cards using
these rules.
-
Is this intended as a game for gamers, or as a trading card set?
-
I am doing this game for gamers, not for collectors -- but if I can make
collectors happy without hurting the game at all, I will.
-
I do feel that the ''trade and collect'' aspect is an important part of
the game for many players, but we'll provide variants for the people who
would rather be torn to pieces by wild gerbils than collect a deck.
-
The plan has always been to make the cards so beautiful, weird and witty
that any sensible collector would lust after them. But I want that because
it will make the GAME more fun. Do I contradict myself? Very well, I contradict
myself. I am large, I contain multitudes, sometimes I require an extra
seat on the bus.
-
Do you need more playtesters?
-
Not at present.
-
Where can I get more information?
-
There are mailing lists
for
INWO fans maintained by Glen Barnett <barnett@agsm.edu.au>.
For the past few years, most of the discussion has migrated there.
-
If you're an Pyramid subscriber,
read
sjgames.cardgames. If you're
on Usenet, read
rec.games.trading-cards.misc.
We answer questions in both groups.
-
There have been INWO articles in Pyramid,
The
Duellist and Scrye.
-
Please do NOT send rules questions to SJ Games staff via e-mail, as it
might cause us to go mad and chew holes in the carpet. Especially me. And
you probably won't get an answer, either. The best way to get answers on
the Net is to subscribe to the INWO mailing list and ask
there. The second best way is post a message to sjgames.cardgames.
The third best way is to post to rec.games.trading-cards.miscwith
"[INWO]" at the beginning of the subject line to get the right people's
attention.
-
You can send written questions to SJ Games. Include an SASE -- a
self-addressed, stamped envelope. If you include the envelope and we can
figure out your writing, we'll answer.
-
Can I read the rules online?
-
You bet. Several HTML versions of the rules
have been created by various volunteers.
-
Is an official card list available?
-
Several, and you can see them online.
-
Is it all right to post ''spoilers'' to the net?
-
''Spoilers'' -- that is, complete reports of what a card says, text and
all -- are of questionable legality (not that anyone's going to get dragged
into court for posting a single card). Posting a whole LIST of spoilers
would be a clear copyright violation and would make us unhappy. Worse,
it would make a lot of other people unhappy -- they don't WANT to read
all the card info before they see the cards. So if you are going to do
this tacky, bad-mannered, illegal thing, please AT LEAST title your post
''SPOILER'' so that others can avoid reading it and so our Men In Black
can start looking for you immediately.
-
Is this a "Deckmaster" game?
-
No. "Deckmaster" is a trademark of Richard Garfield, and is used on those
games (like MAGIC) designed by Garfield Games and published by Wizards
of the Coast. WotC has given us all kinds of help -- technical, financial,
and moral support -- but INWO is a SJ Games release, and
does not use the "Deckmaster" mechanics or carry the trademark. And SJ
Games will not do anything that might lead to their mark becoming a ''generic''
term. It should only be used to identify specific Garfield Games/WotC products.
GENERAL GAME PLAY
-
How many players?
-
Eventually, millions, worldwide. [THWACK] [STRAIGHT ANSWER MODE ON]
-
It plays well with two (very little negotiation, just attack and counterattack).
Version 1.1 of the rulebook (the one released with the Unlimited Edition)
includes some rules hacks to make 2-player games last longer. With 3 to
5 players, evil negotiations become very important. At 6 players it begins
to slow down more than I like. Trying to play with more than 8 is just
not the right thing to do.
-
The very best numbers are 2, 3 and 5.
-
How long does it take to play?
-
30 minutes or less for a 2-player game, once you know the rules. An hour
and a half or so for a 5-player game, unless one of the players is the
type who just can't make up his mind. In that case, wipe him out first.
-
What are the biggest changes from the original
Illuminati
game, aside from the obvious?
-
Money has been eliminated. Power is everything now :-)
-
Uncontrolled (neutral) groups have been eliminated. You capture from your
own hand; you can also capture or destroy from your rivals' Power Structures.
-
All power is now transferable, within limits, based on group alignment.
Some groups still have a slash in their power number -- e.g., 5/4. The
second number is ''Global Power,'' which is transferable with almost no
limits.
-
Groups now have ''action tokens'' to show when they have acted. You are
not limited to two actions a turn, and you can save your actions and use
them during your rivals' turns, to aid or hinder their attacks. Or for
other evil, special things fnord.
-
Can two or more people play the same Illuminati?
-
Yes. This automatically makes them bitter enemies. They cannot share a
victory (except for Shangri-La...) and either one will get special bonuses
for destroying the other.
-
Can duplicates of other cards be useful?
-
Yes. If you hold a duplicate of an Illuminati or Group card that is already
in play, you can use it (once) to get a better attack on that enemy. And
duplicate Plot cards are fine! But we don't want to have ANY cards of the
''one is good, two are better, ten are even better, 20 are better yet''
variety. Any time you put a duplicate in your deck, you lose in flexibility
what you gain in depth ... be careful.
-
Can you change goals or strategy in the middle of the game?
-
Yes, of course. A player who is not capable of this had better find another
game ... you build a deck with a strategy in mind, but if you don't have
wheels within wheels, you'll be MEAT when events overtake you. You can
build a deck to make this easier, of course.
-
Is alignment still important?
-
Even more important than it was before. It has the same effects it used
to, and more. For instance, a group now gets +4 to DEFEND against an attempt
to control or destroy for each alignment it has in common with its master
(the group controlling it).
-
Can I build the Killer Deck From Hell?
-
There are a lot of ways to build good decks. But any deck can be thwarted
if your rivals know what cards you're using and prepare for it. Your Killer
Deck From Hell will die like a dog if you keep using the same cards and
strategy over and over.
-
It's better to have several decks and switch between them, and to make
slight modifications each game based on what you expect your rivals to
do. For instance, a power deck of big hairy Government and Violent groups
plays one way if you're Cthulhu, and a very different way if you're Bavaria.
-
Abusive decks do better in two-player games (Version 1.1 of the rules does
some things to deal with this). In a multi-player game, looking too strong,
too quickly, is the equivalent of painting a target on your forehead.
-
Will a rich player be able to buy a victory?
-
Somebody who owns all the cards will always have an advantage. But everybody
has to play with the same size deck (we recommend 45). If you don't know
how to use them, you can be stomped by someone who is a good player and
has a well-thought-out deck of common cards. We've proved this in playtest.
I give someone a real killer deck and go head-to-head with them, using
any old handful of stuff. And I tromp them. Of course, I've played before
:-)
-
The cards work together in lots of interesting ways. The more familiar
you are with your cards, the better you can do. Money is nice, but brains
and guile will trump mere bucks every time.
-
If you're really filthy rich, the best way to win is not to buy more cards,
but to bribe your rivals to throw the game. Now that's Illuminated, and
cuts right to the heart of things. Just don't let me catch you doing it
in one of my tournaments, unless you give me a cut. Fnord.
-
Does the game include ante?
-
It's not part of the rules. But you can bet anything you want. This is
for world domination, so betting one card is kind of cheap, anyhow. Bet
ALL your cards. Bet real money. Bet 24 hours of unlimited personal service,
with groveling. Whatever floats your boat, folks.
-
Are Propaganda, Brainwashing, and the other special rules from the old
Illuminati
Expansion Set 3 in here?
-
Yes and no. There are different mechanics for the same effects.
-
For instance, Brainwashing let you change the alignments of a group. There
are now Plot Cards that will allow that.
-
Propaganda let you change the political climate of the whole world, which
affected the power of various groups. The ''New World Order'' Plot Cards
now allow that. But the mechanic is completely different -- there is no
''world alignment''.
-
Hidden victory conditions (now called Goals, 'cause it's a shorter term)
are possible in INWO, but enemy action
can expose them, too.
-
However, the new Illuminati groups from the old
Illuminati
Expansion Set 3 are not in the current card set of INWO.
SALES
-
Will the game, in general, be sold like Magic: The Gathering?
-
Yep. Starter sets and booster packs. However, the starter set is a set
of 110 cards, in two decks of 55 cards each, retailing for $9.95. Our recommended
deck for play is 45 cards. So, for $5 each, you and a friend can split
a starter set and each have enough cards to build a beginning deck, with
some left to trade.
-
Incidentally, the decks have been collated so you will have very few duplicate
cards -- ideally, none at all -- in each 110-card Starter Set.
-
Limited Edition Booster packs have 15 cards each, and retail for
$2.25. There are more uncommons and rares, proportionately, in booster
packs than in starter sets, but no Illuminati cards -- just Groups and
Plots. The Unlimited Edition has 16 cards per Booster pack, including
an occasional Illuminati card.
-
What's the release date?
-
It's out. The Limited Edition was released to retailers on December
16, 1994; the first printing of the Unlimtied Edition was released
on April 4, 1995. The Factory Set was released later that month.
-
Will there be a ''Factory Set,'' with one of every card?
-
Yes. It's out. We call it "One With Everything." It currently retails for
$29.95, and includes one of each of the 400 Groups, Resources, and Plots
in the Limited Edition, plus the three special Groups to be released in
magazines. There are 3 of each Illuminati group, and 10 each blank Plots
and Groups.
-
It IS playable as a stand-alone game set. It includes rules for at least
two variant versions that will use only the cards from the factory set
-- thus, a group of people can play with the factory set, instead of each
owning their own decks.
-
The card faces are different from those of the original edition, though
the art is mostly the same (we did enhance or replace a few illustrations
when we went from Limited to Unlimited editions). The backs and the corners
are the same. Thus, you can combine cards from the two sets, if you want
to, but it is also easy to EXCLUDE cards of either type if that's the way
you want to play.
-
How about a Factory set for Assassins?
-
It seems very unlikely.
-
Will there be supplements?
-
Yes. The first supplement, Assassins,
shipped in December 1995. It contained 125 new cards, including an new
Illuminati. It is available only in 8-card booster packs.
-
Anything else?
-
INWO: SubGenius (which was
released in 1998) is a supplement
and a stand-alone card game that
includes cards based on the SubGenius Religion/Organization/Frat Party.
It's a factory set all in itself, and includes four different copies of
the new SubGenius Illuminati card. They're all tournement legal in the
original game as well. You can see the original rant about it here!
-
What if I like the SubGenius set, but don't have any other
INWO
cards?
-
INWO: SubGenius doesn't require
anything else to play - all of the cards and rules to are right there in
the box. Of course, if you like the game, you're free to buy a few packs
of regular INWO and add them to the
mix.
-
Any other add-on projects in the works?
-
Lots of work has been done, but we don't currently have any new releases
scheduled. Now that the card game fad is over, it's a lot harder to sell
enough copies of a card set to recover costs. Cards are expensive to print!
-
Already released, though, are:
-
-
The INWO Book.
It is 144 pages, full-color throughout, with a complete card list (with
the art), game variants, commentary, and other strange stuff fnord.
-
-
Blank INWO Cards. Packs of 20 blanks so you can invent your
own groups and plots.
-
-
The World Domination Kit, a player's kit released by
Chessex.
-
-
Frankencard for INWO, a deck-design program for Windows,
published by Geekware (now out of print).
-
Will there be official tournaments and official tournament rules?
-
Our Men In Black organize games and tournaments at conventions, stores,
and other places where there are enough gamers to be found.
-
You can read the official
tournament rules online.
-
Are you planning other trading-card games?
-
That's beyond the scope of this FAQ. The answer is yes, no, maybe, I'm
too busy to think about it, one is enough, if it makes money, do you think
this will last, why are you asking, and it all depends.
-
Will you maintain an Internet site for information about the game?
-
Yes. You can find INWO material on the official
INWO
Web site.
We will keep good archives, now that the game has been released.
-
Cards, Rarity, and Stuff
-
How many cards are there?
-
There are 400 cards, plus 9 different Illuminati, in the initial distribution.
There were three other ''special'' cards, distributed only in magazines,
which are also considered part of the original Limited Edition.
-
The Assassins expansion added
another 122 plus 1 Illuminati, and two more special cards. The INWO:
SubGenius set added 96 more cards, and another Illuminati (printed
four different ways).
-
The German edition of INWO
included some cards which do not have exact equivalents in the English-language
edition.
-
What is the total number of INWO cards
in circulation?
-
There are about 23 million Limited Edition cards in circulation. The first
printing of the Unlimited Edition was not quite 32 million. The Factory
Set added around 10 million cards. The German edition had a classified
print run (translation: don't know, will ask).
-
Where did the three special Limited Edition cards appear?
-
Pyramid issue #12 contained two Limited
Edition group cards that were not in the initial distribution. Duellist
issue #4 contained one more Limited Edition group that was not in
the initial distribution.
-
Their rarity worked out to be less rare than Rare -- in other words, there
were more of each of these cards than there of each rare card. They are
NOT ''ultra-rares.'' They are for fun and for promotion, not to make the
collectors go crazy. (However, quite a few of the ones we printed went
to Brazil, France and Germany, which may make them effectively more rare
than we intended.)
-
How does card rarity work?
-
There are three levels of rarity, plus the Illuminati cards (which are
occasionally found in Unlimited booster packs, but are mainly in the starter
sets-- usually 4 in each starter set, therefore two per deck). Frequency
of cards in starter and booster sets is, percentage-wise, very similar
to those of the original
Magic: The Gathering.
-
The initial release had 200 common, 100 uncommon, and 100 rare, plus the
9 Illuminati cards.
-
What's the exact distribution of card types in Starters and Boosters?
-
In the first place, you're not cleared for that. In the second place, we
don't guarantee an exact distribution in every set. In the third place,
we threw a bunch of extra Rares into the Limited Edition booster pack mix,
just for fun ...
-
What do the cards look like?
-
Like, ya know, cards, man. Kinda square, but not exactly, with a front
and a back, and [THWACK]
-
Ahem. There are two different back designs: PLOTS and GROUPS. All cards
are full-color on both front and back.
-
The cards are standard trading-card size, so you can use standard card
sleeves, albums, boxes and so on.
-
Size of the picture varies; some cards have very little text, so we used
the extra room to make the picture bigger.
-
The cards have frames -- the art does not go all the way to the edge of
the card.
-
How are limited-edition cards distinguished from the unlimited edition
and the factory set?
-
The limited-edition cards have colored frames (red for Groups, blue for
Plots, purple for Resources); the card names are in gold. The factory set
has black frames, and the card names are in different colors, keeping the
same colors: red for Groups, blue for Plots, purple for Resources.
-
The cards for the Unlimited Edition look generally similar to those for
the Limited Edition, with two differences -- both in the card titles. In
the first place, the card titles are in italic type rather than regular.
In the second place, instead of being gold-colored, the Unlimited titles
are the same color as the card's text box - light blue for Plots, light
purple for Resources, pink for Groups. Sounds awful; looks good. Illuminati
still have gold titles.
-
And thanks to everyone who commented on the early designs we posted here!
We read your feedback and didn't use any of those designs in their original
form, but combined the best points from all of them.
-
Card backs and corners are the same in all sets.
-
Are the cards thick enough to survive play?
-
Yes. We used 14-point stock (expensive, and thicker than standard playing
cards) with a coating over the printing. User comments so far have been
mostly favorable. If anything, the cards are a bit too thick for really
easy shuffling, but they break in nicely.
-
Were the cards printed at Carta Mundi in Belgium, like those for
Magic?
-
No. (It's interesting that this is such a frequent question. Never before
could gamers tell you the name of a printer!!)
-
We considered Carta Mundi -- they do good work -- but we settled on Steketee-Van
Huis for the Limited Edition printing and EPI for the collation
and assembly. Both plants are located in Michigan. The Unlimited Edition
was printed at Steketee and assembled at Outlook Graphics, in Neenah, Wisconsin.
-
Is all the card art original?
-
Almost all of it. We re-used a few really great pieces, not to cheap out,
but because they were too good NOT to use. Most of these pieces actually
inspired the cards that use them (like the Plot Hit and Run, and
the Group W.I.T.C.H.).
-
All these re-used pieces started out as black-and-white illustrations,
which were then colored or re-colored on the Macintosh. There are no (for
instance) recycled game maps in INWO!
-
The rest of the art was created just for these cards.
-
Incidentally, we reworked the art for several cards after the
Limited
Edition was released ... just because we felt like it :-)
-
Who are the artists?
-
Dan Smith and Shea Ryan, mostly. John Kovalic did about 20 cards. They
created the line art. Derek Pearcy, Jeff Koke and Rick Martin were responsible
for the graphics and coloring.
-
And the INWO: SubGenius expansion
art was produced by drug-crazed-simians...or the SubGenii themselves, which
isn't far off.
-
How many cards in the first press run?
-
The first press run, a.k.a. the Limited Edition, was around 23 million
cards.
-
Did that mean ''instant shortages''?
-
It appears that all the distributors, or almost all of them, sold out before
we shipped any cards.
-
Did the ''controversial'' groups return in this edition?
-
Heh, heh. Yes, and they brought their friends.
-
What does THAT mean?
-
Beg pardon? Did you say something? ;-)
-
Does INWO include ALL the groups from the original game?
-
No, just most of them. A few were omitted because they no longer seemed
topical, or because they just weren't as neat as some of the new ideas.
A few more were knocked out for game balance, and may return in an expansion
set.
-
Is it true that you were giving away free Rare cards?
-
Yes. However, that offer ended January 31, 1995.
-
Will blank cards be available?
-
They're available right now. The Factory Set (see above) includes
blanks.
-
We have also released packages of 20 blank cards (10 each of Plots and
Groups). These will be of no interest to collectors, but gamers can use
them to (for instance) substitute for a card they don't want to scuff up
in play, or even to invent new cards. Of course, each group will have to
have its own house-rule decisions on the cards they invent themselves.
We will NOT volunteer as mediators! Nor will we offer ''official guidelines''
for inventing new cards and making them ''legal'' ... !! The blank cards
are intended for fun among friends, and NOT to encourage weird, abusive
strategies at tournaments.
-
Are the cards numbered?
-
No. Originally, we thought we would, but customer feedback was very strongly
against it. So we didn't.
-
Will INWO be available in other languages?
-
The German edition has been released by Spieltreffe Pegasus, Some US distributors
have picked it up, so some shops carry it . . . and Warehouse
23 still has a supply.
-
There is also a Polish edition, published by Copernicus.
-
Is this the last question in the FAQ?
-
Yes.